STEP 1: GuessGame
Write a program named GuessGame.java that plays the game “guess the number” as follows: Your program chooses the number to be guessed by selecting an integer at random in the range 1–1000. The program then displays the following in a label.
I have a number between 1 and 1000 -- can you guess my number?
Please enter your guess: ____________________
A JTextField should be used to input the guess. A JButton must be provided to allow the user to press each time a guess is entered. As each guess is input, the background color should change to either red or blue. Red indicates that the user is getting warmer, and blue indicates that the user is getting colder. A JLabel should display either Too High or Too Low to help the user zero in on the correct answer. When the user gets the correct answer, Correct! should be displayed, and the JTextField used for input should be cleared and changed to be uneditable. Also, a JButton should be provided to allow the user to play the game again. When the New Game JButton is clicked, a new random number should be generated and the input JTextField changed to be editable. A JButton must be provided to allow the user to exit the application. Also provide a count of the number of guesses the user entered when the correct number is guessed.
Grading Rubric
GuessGame Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 1 Program does not have any error
Program executes 1 Program runs without any error
GUI contains the required labels 2 GUI contains the…...

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CIS/355 iLab 6 of 6
________________________________________
Write a Java GUI application called Index.java that inputs several lines of text and a search character and uses String method indexOf to determine the number of occurrences of the character in the text. This program is not case sensitive and both upper and lower case must be counted for.
Sample Program output: View Output Description
Grading Rubric
Index Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 1 Program does not have any error
Program executes 1 Program runs without any error
Correct GUI interface is created 3 Program contains a text area for text input, text box for character input, and the appropriate labels
Correct output is displayed 4 Program displays the correct count for both upper and lower case of the input letter
Subtotal 10
OUTPUT DESCRIPTION ABOVE:
Step 1 Sample Program Output
The output of Index.java application contains the following user controls and alignment of the controls:
1. Main form has a title of “Character Finder”
2. Upper left corner, a label with the text “Enter Text to be searched”
3. At the top of the form, and just to the right of the “Enter Text” label is a......

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CIS/355 iLab 2 of 6
________________________________________
STEP 1: Largest (10 points)
Write a Java application program called Largest.java that inputs a series of 10 single-digit numbers and determines and prints the largest of the numbers. Except main() method, no other user-defined method is required. Your program should use at least the following three variables
1. counter: A counter to count to 10 (that is, to keep track of how many numbers have been input and to determine when all 10 numbers have been processed);
2. number: The current digit input to the program; and
3. largest: The largest number found so far.
When each number is entered, make sure it is a single digit number, that is 0 to 9.
Grading Rubric
Largest Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 2 Program does not have any error
Program executes 2 Program runs without any error
Only single digit numbers are entered 2 Program validates number entered is a single digit number
Program displays the largest number 3 Program displays the largest number after all 10 numbers are entered
Subtotal 10
STEP 2: Palindrome (15 points)
A palindrome is a sequence of characters that reads......

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CIS/355 iLab 3 of 6
________________________________________
STEP 1: Cylinder (20 points)
Create a class called Cylinder.java that contains two double-precision instance variables named radius and height. The class should include a constructor that initializes the radius and height variables. Also, you need a class method named volume() that returns the volume of a Cylinder object. The volume of a cylinder is given by its radius squared times its height times Pi (radius * radius * height * Math.PI). You can either use the value 3.1416 for Pi or use the Java provided value named Math.PI.
Write a class called CylinderTest.java and declare an array of three Cylinder objects to call the methods you declared in the Cylinder class. Make sure that all class methods are called from main(). Have main() display the value returned by volume() and verify the returned value by hand calculations (paper/pencil). Prompt the user to enter the values for the radius and height of each Cylinder object in the array.
Grading Rubric
Cylinder Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 2 Program does not have any error
Program executes 2 Program runs without any error
Created......

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CIS/355 iLab 3 of 6
________________________________________
STEP 1: Cylinder (20 points)
Create a class called Cylinder.java that contains two double-precision instance variables named radius and height. The class should include a constructor that initializes the radius and height variables. Also, you need a class method named volume() that returns the volume of a Cylinder object. The volume of a cylinder is given by its radius squared times its height times Pi (radius * radius * height * Math.PI). You can either use the value 3.1416 for Pi or use the Java provided value named Math.PI.
Write a class called CylinderTest.java and declare an array of three Cylinder objects to call the methods you declared in the Cylinder class. Make sure that all class methods are called from main(). Have main() display the value returned by volume() and verify the returned value by hand calculations (paper/pencil). Prompt the user to enter the values for the radius and height of each Cylinder object in the array.
Grading Rubric
Cylinder Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 2 Program does not have any error
Program executes 2 Program runs without any error
Created......

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CIS/355 iLab 5 of 6
________________________________________
STEP 1: GuessGame
Write a program named GuessGame.java that plays the game “guess the number” as follows: Your program chooses the number to be guessed by selecting an integer at random in the range 1–1000. The program then displays the following in a label.
I have a number between 1 and 1000 -- can you guess my number?
Please enter your guess: ____________________
A JTextField should be used to input the guess. A JButton must be provided to allow the user to press each time a guess is entered. As each guess is input, the background color should change to either red or blue. Red indicates that the user is getting warmer, and blue indicates that the user is getting colder. A JLabel should display either Too High or Too Low to help the user zero in on the correct answer. When the user gets the correct answer, Correct! should be displayed, and the JTextField used for input should be cleared and changed to be uneditable. Also, a JButton should be provided to allow the user to play the game again. When the New Game JButton is clicked, a new random number should be generated and the input JTextField changed to be editable. A JButton must be provided to allow the user to exit the application. Also provide a count...

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CIS/355 iLab 5 of 6
________________________________________
STEP 1: GuessGame
Write a program named GuessGame.java that plays the game “guess the number” as follows: Your program chooses the number to be guessed by selecting an integer at random in the range 1–1000. The program then displays the following in a label.
I have a number between 1 and 1000 -- can you guess my number?
Please enter your guess: ____________________
A JTextField should be used to input the guess. A JButton must be provided to allow the user to press each time a guess is entered. As each guess is input, the background color should change to either red or blue. Red indicates that the user is getting warmer, and blue indicates that the user is getting colder. A JLabel should display either Too High or Too Low to help the user zero in on the correct answer. When the user gets the correct answer, Correct! should be displayed, and the JTextField used for input should be cleared and changed to be uneditable. Also, a JButton should be provided to allow the user to play the game again. When the New Game JButton is clicked, a new random number should be generated and the input JTextField changed to be editable. A JButton must be provided to allow the user to exit the application. Also provide a......

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CIS/355 iLab 6 of 6
________________________________________
Write a Java GUI application called Index.java that inputs several lines of text and a search character and uses String method indexOf to determine the number of occurrences of the character in the text. This program is not case sensitive and both upper and lower case must be counted for.
Sample Program output: View Output Description
Grading Rubric
Index Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 1 Program does not have any error
Program executes 1 Program runs without any error
Correct GUI interface is created 3 Program contains a text area for text input, text box for character input, and the appropriate labels
Correct output is displayed 4 Program displays the correct count for both upper and lower case of the input letter
Subtotal 10
OUTPUT DESCRIPTION ABOVE:
Step 1 Sample Program Output
The output of Index.java application contains the following user controls and alignment of the controls:
1. Main form has a title of “Character Finder”
2. Upper left corner, a label with the text “Enter Text to be searched”
3. At the top of the form, and just to the right of the “Enter Text” label is a......

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Follow this link to get the tutorial
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CIS/355 iLab 6 of 6
________________________________________
Write a Java GUI application called Index.java that inputs several lines of text and a search character and uses String method indexOf to determine the number of occurrences of the character in the text. This program is not case sensitive and both upper and lower case must be counted for.
Sample Program output: View Output Description
Grading Rubric
Index Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 1 Program does not have any error
Program executes 1 Program runs without any error
Correct GUI interface is created 3 Program contains a text area for text input, text box for character input, and the appropriate labels
Correct output is displayed 4 Program displays the correct count for both upper and lower case of the input letter
Subtotal 10
OUTPUT DESCRIPTION ABOVE:
Step 1 Sample Program Output
The output of Index.java application contains the following user controls and alignment of the controls:
1. Main form has a title of “Character Finder”
2. Upper left corner, a label with the text “Enter Text to be searched”
3. At the top of the form, and just to the right of the “Enter Text” label is a......

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Follow the link to get the tutorial
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CIS/355 iLab 3 of 6
________________________________________
STEP 1: Cylinder (20 points)
Create a class called Cylinder.java that contains two double-precision instance variables named radius and height. The class should include a constructor that initializes the radius and height variables. Also, you need a class method named volume() that returns the volume of a Cylinder object. The volume of a cylinder is given by its radius squared times its height times Pi (radius * radius * height * Math.PI). You can either use the value 3.1416 for Pi or use the Java provided value named Math.PI.
Write a class called CylinderTest.java and declare an array of three Cylinder objects to call the methods you declared in the Cylinder class. Make sure that all class methods are called from main(). Have main() display the value returned by volume() and verify the returned value by hand calculations (paper/pencil). Prompt the user to enter the values for the radius and height of each Cylinder object in the array.
Grading Rubric
Cylinder Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 2 Program does not have any error
Program executes 2 Program runs without any error
Created......

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CIS/355 iLab 3 of 6
________________________________________
STEP 1: Cylinder (20 points)
Create a class called Cylinder.java that contains two double-precision instance variables named radius and height. The class should include a constructor that initializes the radius and height variables. Also, you need a class method named volume() that returns the volume of a Cylinder object. The volume of a cylinder is given by its radius squared times its height times Pi (radius * radius * height * Math.PI). You can either use the value 3.1416 for Pi or use the Java provided value named Math.PI.
Write a class called CylinderTest.java and declare an array of three Cylinder objects to call the methods you declared in the Cylinder class. Make sure that all class methods are called from main(). Have main() display the value returned by volume() and verify the returned value by hand calculations (paper/pencil). Prompt the user to enter the values for the radius and height of each Cylinder object in the array.
Grading Rubric
Cylinder Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 2 Program does not have any error
Program executes 2 Program runs without any error
Created......

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CIS/355 iLab 5 of 6
________________________________________
STEP 1: GuessGame
Write a program named GuessGame.java that plays the game “guess the number” as follows: Your program chooses the number to be guessed by selecting an integer at random in the range 1–1000. The program then displays the following in a label.
I have a number between 1 and 1000 -- can you guess my number?
Please enter your guess: ____________________
A JTextField should be used to input the guess. A JButton must be provided to allow the user to press each time a guess is entered. As each guess is input, the background color should change to either red or blue. Red indicates that the user is getting warmer, and blue indicates that the user is getting colder. A JLabel should display either Too High or Too Low to help the user zero in on the correct answer. When the user gets the correct answer, Correct! should be displayed, and the JTextField used for input should be cleared and changed to be uneditable. Also, a JButton should be provided to allow the user to play the game again. When the New Game JButton is clicked, a new random number should be generated and the input JTextField changed to be editable. A JButton must be provided to allow the user to exit the application. Also......

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Follow this link to get the tutorial
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CIS/355 iLab 6 of 6
________________________________________
Write a Java GUI application called Index.java that inputs several lines of text and a search character and uses String method indexOf to determine the number of occurrences of the character in the text. This program is not case sensitive and both upper and lower case must be counted for.
Sample Program output: View Output Description
Grading Rubric
Index Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 1 Program does not have any error
Program executes 1 Program runs without any error
Correct GUI interface is created 3 Program contains a text area for text input, text box for character input, and the appropriate labels
Correct output is displayed 4 Program displays the correct count for both upper and lower case of the input letter
Subtotal 10
OUTPUT DESCRIPTION ABOVE:
Step 1 Sample Program Output
The output of Index.java application contains the following user controls and alignment of the controls:
1. Main form has a title of “Character Finder”
2. Upper left corner, a label with the text “Enter Text to be searched”
3. At the top of the form, and just to the right of the “Enter Text” label is a......

...HELPIDO.COM
---------------------------------------------------
Follow this link to get the tutorial
http://helpido.com/cis-355-ilab-6-of-6/
---------------------------------------------------
CIS/355 iLab 6 of 6
________________________________________
Write a Java GUI application called Index.java that inputs several lines of text and a search character and uses String method indexOf to determine the number of occurrences of the character in the text. This program is not case sensitive and both upper and lower case must be counted for.
Sample Program output: View Output Description
Grading Rubric
Index Points Description
Standard header included 1 Must contain program's name, student name, and description of the program
Program compiles 1 Program does not have any error
Program executes 1 Program runs without any error
Correct GUI interface is created 3 Program contains a text area for text input, text box for character input, and the appropriate labels
Correct output is displayed 4 Program displays the correct count for both upper and lower case of the input letter
Subtotal 10
OUTPUT DESCRIPTION ABOVE:
Step 1 Sample Program Output
The output of Index.java application contains the following user controls and alignment of the controls:
1. Main form has a title of “Character Finder”
2. Upper left corner, a label with the text “Enter Text to be searched”
3. At the top of the form, and just to the right of the “Enter Text” label is a......

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CIS355 CIS 355 CIS/355 iLab 5 of 6
________________________________________
STEP 1: GuessGame
Write a program named GuessGame.java that plays the game “guess the number” as follows: Your program chooses the number to be guessed by selecting an integer at random in the range 1–1000. The program then displays the following in a label.
I have a number between 1 and 1000 -- can you guess my number?
Please enter your guess: ____________________
A JTextField should be used to input the guess. A JButton must be provided to allow the user to press each time a guess is entered. As each guess is input, the background color should change to either red or blue. Red indicates that the user is getting warmer, and blue indicates that the user is getting colder. A JLabel should display either Too High or Too Low to help the user zero in on the correct answer. When the user gets the correct answer, Correct! should be displayed, and the JTextField used for input should be cleared and changed to be uneditable. Also, a JButton should be provided to allow the user to play the game again. When the New Game JButton is clicked, a new random number should be generated and the input JTextField changed to be editable. A JButton must be provided to allow the user to exit the......

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CIS355 CIS 355 CIS/355 iLab 5 of 6
________________________________________
STEP 1: GuessGame
Write a program named GuessGame.java that plays the game “guess the number” as follows: Your program chooses the number to be guessed by selecting an integer at random in the range 1–1000. The program then displays the following in a label.
I have a number between 1 and 1000 -- can you guess my number?
Please enter your guess: ____________________
A JTextField should be used to input the guess. A JButton must be provided to allow the user to press each time a guess is entered. As each guess is input, the background color should change to either red or blue. Red indicates that the user is getting warmer, and blue indicates that the user is getting colder. A JLabel should display either Too High or Too Low to help the user zero in on the correct answer. When the user gets the correct answer, Correct! should be displayed, and the JTextField used for input should be cleared and changed to be uneditable. Also, a JButton should be provided to allow the user to play the game again. When the New Game JButton is clicked, a new random number should be generated and the input JTextField changed to be editable. A JButton must be provided to allow the user to exit the......